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B) i was personally confused for all of two minutes, then it was pretty obvious how to access the other cauldrons/equipment
C) these aren't mobile level graphics, the animations are crisp and frankly beautiful. this is the salt talking. breathe. lmao
D) an option to speed up or remove the animated transitions would be great, agreed.
E) the customer requests are bad and absolutely need a rework, the correct traits should offer extra gold, but shouldn't be an absolute requirement. it's too much of a hassle at all stages of the game and isn't worth the effort. I disagree that the tiny icons are meaningless, though. the game could definitely do better explaining what they all mean or what to pay attention to, but in general when you mouse-over the competition potion, it's gonna tell you what potion you need, and what level that potion needs to be. super straightforward, I don't think complaining about that is reasonable.
F) this was definitely one of the biggest things that almost made me quit. After the first competition, sure, I lose all the gold, fair enough. But when I was "winning" amounts of 30k+ while not pocketing any of it at all, it definitely felt a bit demotivating and like the game wasn't really appreciating the effort it takes to get ready for the competitions in the early stages of the game, when your ingredient pool is limited and your deck is bad.
G) I just disagree with this... the game makes pretty clear early on that interaction unlocks things for you. You meet Quinn, suddenly you have access to an ingredient shop. You meet Muktuk, suddenly you have a cauldron. Of course in the tutorial portion of the game you'll receive these things for free, in their due "time," but obviously as the game progresses you can return to those characters you've already met, and spend time hanging with them to unlock more stuff in their wheelhouse. I can't really see where you're coming from with this when a minimum of one single hang-out with any character would unlock a card, thus demonstrating that the relationship stuff is helpful for progression. Plus the dialogue is always ramming the competition stuff down your throat, I don't think it really could've been any more clear.
Like, my man... the game literally tells you double-click works on the ingredients. Not figuring out how to swap between cauldrons...i recommend turning your monitor on and looking at it. Not figuring out, why the potion you brewed can't be handed in... ??? how much clearer do you need the requirements to be laid out? It actually just requires two braincells to put their capacities together to figure out "hey, there are these boxes under ingredients and potions... some of them are lit up, hey, that could maybe mean, that i require this one to be ticked".... then you add the information ontop, that some ingredients have good or bad traits, which raise / lower the potions price by 5% each, WHICH THE GAME TELLS YOU ABOUT, and a third braincell might chime in and be like "yo, these boxes do be important to look at indeed." This part is literally "the round thing goes into the round hole" - levels of difficulty to understand.
And unlocking stuff.... the game also tells you, that you want to interact with other characters to learn from them.. the ONE turn-in unlock literally tells you as a reward, that you UNLOCK a character....mate, please.
Cant talk about performance issues, have not noticed anything in any of the runs i did.
The only criticism, that i woudl somewhat agree in here, is on the custom orders. Not because of their "difficulty wall", but because they are bloody pointless after week 1. You can sell the very same potions they want for the delivery in the shop for more profit.
Other than that, i have to disagree with the whole thing. It only take me a few mins to figure out how to switch between cauldrons (although some kind of tutorial will be good), i understand the trait in custom order right away (although i wish they dont have them to make it easier), you get something for the competition but it got taken right away, and you need to figure out how to spend time yourself so it doesnt make sense to have the game teaching you how
as for the potion, just find 2 material types that has high magimin value in 1-2 types and craft the potions based on that (either pots or tunics). don't mind the bad traits since you can mask it with the closer card from roxanne. even if you can't use the closer, it doesn't really matter since you still get some profit from it.
as for the dungeon adventure, you don't have to feel obligated to finish them all. just assign each adventurer to defeat 2-3 enemies in each area (depends on which one that they can clear easily) and supply some 1-2 pots to them. i just brewed minor pots with 4x basic A and 4x basic B ingredients (the berry and plant) in one cauldron once i got 4+ cauldrons and give them the pots daily. the minor pots will be upgraded to common with that formula and it's more than enough to farm mats (and fuel for upgrades) like that.
How do you see multiplayer working in this game?